How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects

Detalhes bibliográficos
Autor(a) principal: Fernandes, António Jorge Alvoeiro
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/18744
Resumo: Esports is an emerging sport that is growing exponentially in popularity in the past years. The fact that it is played online, mainly transmitted through web streaming and its inherent international nature, being for the big tournaments which involve teams of every continent, or the players that compose those teams which are from many different countries, creates a new path to be explored for many brands that want to engage in the sponsorship deals. It also creates a new landscape of study for which are the motivations for people to spectate this sport taking into account the differences from the traditional ones. Thus, this dissertation gives an overall analysis of what are esports and its stakeholders and the sponsorship traits especially on the sports environment. In order to create a new framework, the basis of the study was on the motivations for watching traditional sports which are Vicarious Achievement, Acquiring Knowledge, Aesthetics, Drama, Escapism, Physical Attractiveness, Physical Skills of the Athletes, Social Interaction, Novelty and Enjoyment of Aggression and the sponsorship response traits such as favorability, awareness and purchase intention. The data collection was done by means of a quantitative analysis through a questionnaire based on the Motivation Scale for Sports Consumption and the Determinants of Sports Sponsorship Response. The results allow us to assess which are the motivations that were positively influencing the consumption and mainly to conclude that some of the reasons for watching esports influence the response to sponsorship.
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spelling How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effectsSports sponsorshipEsportsCompetitive gamingConsumer behaviorGestão internacionalDesportoPatrocínioJogosInternetComportamento do consumidorEsports is an emerging sport that is growing exponentially in popularity in the past years. The fact that it is played online, mainly transmitted through web streaming and its inherent international nature, being for the big tournaments which involve teams of every continent, or the players that compose those teams which are from many different countries, creates a new path to be explored for many brands that want to engage in the sponsorship deals. It also creates a new landscape of study for which are the motivations for people to spectate this sport taking into account the differences from the traditional ones. Thus, this dissertation gives an overall analysis of what are esports and its stakeholders and the sponsorship traits especially on the sports environment. In order to create a new framework, the basis of the study was on the motivations for watching traditional sports which are Vicarious Achievement, Acquiring Knowledge, Aesthetics, Drama, Escapism, Physical Attractiveness, Physical Skills of the Athletes, Social Interaction, Novelty and Enjoyment of Aggression and the sponsorship response traits such as favorability, awareness and purchase intention. The data collection was done by means of a quantitative analysis through a questionnaire based on the Motivation Scale for Sports Consumption and the Determinants of Sports Sponsorship Response. The results allow us to assess which are the motivations that were positively influencing the consumption and mainly to conclude that some of the reasons for watching esports influence the response to sponsorship.Os esports são um desporto emergente que tem vindo a crescer em popularidade de forma exponencial nos últimos anos. O facto de ser jogado online, transmitido principalmente através de transmissão na internet e a sua natureza internacional, tanto em grandes torneios que envolvem equipas de todos os continentes, como os próprios jogadores que compõe as equipas serem de vários países, cria uma nova oportunidade para ser explorada por variadas marcas que queiram entrar neste mercado através de patrocínios. Portanto, esta dissertação permite uma análise geral do que são os esports e os seus stakeholders, e as especificidades dos patrocínios, especialmente relacionados com desporto. Com intuito de criar um novo método, a base do estudo foi em volta das motivações para ver desporto tradicionais. Essas são, Realização Pessoal, Aquisição de Conhecimento, Estética, Drama, Escapismo, Atração Física, Qualidades dos Atletas, Interacção Social, Novidade e Gosto pela Agressividade. Relativamente aos patrocínios foram analisadas a Favorabilidade, Reconhecimento e Intenção de Compra. Os dados foram analisados de forma quantitativa e recolhidos através de um questionário baseado na Escala de Motivações para Consumo de Desportos e nos Determinantes de Resposta a Patrocínios Desportivos. Os dados recolhidos permitiram avaliar quais os motivos que influenciam positivamente o consumo e principalmente concluir quais as razões para ver esports que influenciam as reações aos patrocínios.2019-10-02T14:06:42Z2018-12-17T00:00:00Z2018-12-172018-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/octet-streamhttp://hdl.handle.net/10071/18744TID:202153282engFernandes, António Jorge Alvoeiroinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:37:23Zoai:repositorio.iscte-iul.pt:10071/18744Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:17:03.948871Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
title How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
spellingShingle How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
Fernandes, António Jorge Alvoeiro
Sports sponsorship
Esports
Competitive gaming
Consumer behavior
Gestão internacional
Desporto
Patrocínio
Jogos
Internet
Comportamento do consumidor
title_short How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
title_full How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
title_fullStr How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
title_full_unstemmed How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
title_sort How motivations for esports consumption influence the esports sponsorship response: the favourability, brand awareness and purchase intention effects
author Fernandes, António Jorge Alvoeiro
author_facet Fernandes, António Jorge Alvoeiro
author_role author
dc.contributor.author.fl_str_mv Fernandes, António Jorge Alvoeiro
dc.subject.por.fl_str_mv Sports sponsorship
Esports
Competitive gaming
Consumer behavior
Gestão internacional
Desporto
Patrocínio
Jogos
Internet
Comportamento do consumidor
topic Sports sponsorship
Esports
Competitive gaming
Consumer behavior
Gestão internacional
Desporto
Patrocínio
Jogos
Internet
Comportamento do consumidor
description Esports is an emerging sport that is growing exponentially in popularity in the past years. The fact that it is played online, mainly transmitted through web streaming and its inherent international nature, being for the big tournaments which involve teams of every continent, or the players that compose those teams which are from many different countries, creates a new path to be explored for many brands that want to engage in the sponsorship deals. It also creates a new landscape of study for which are the motivations for people to spectate this sport taking into account the differences from the traditional ones. Thus, this dissertation gives an overall analysis of what are esports and its stakeholders and the sponsorship traits especially on the sports environment. In order to create a new framework, the basis of the study was on the motivations for watching traditional sports which are Vicarious Achievement, Acquiring Knowledge, Aesthetics, Drama, Escapism, Physical Attractiveness, Physical Skills of the Athletes, Social Interaction, Novelty and Enjoyment of Aggression and the sponsorship response traits such as favorability, awareness and purchase intention. The data collection was done by means of a quantitative analysis through a questionnaire based on the Motivation Scale for Sports Consumption and the Determinants of Sports Sponsorship Response. The results allow us to assess which are the motivations that were positively influencing the consumption and mainly to conclude that some of the reasons for watching esports influence the response to sponsorship.
publishDate 2018
dc.date.none.fl_str_mv 2018-12-17T00:00:00Z
2018-12-17
2018-11
2019-10-02T14:06:42Z
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